• Title/Summary/Keyword: hedonic analysis

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A Study on the Level of Perception to Internet Shopping′ Benefit - Risk in Relation to the Internet Searching Value Types of College Student Consumers (대학생소비자의 인터넷탐색가치유형과 인터넷쇼핑에 대한 혜택-위험 지각정도에 관한 연구)

  • 홍은실
    • Journal of the Korean Home Economics Association
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    • v.40 no.2
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    • pp.161-173
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    • 2002
  • This study explored the Internet searching values(utilitarian searching value and hedonic searching value) of college student consumers, typed the Internet searching values to four types, and analysed the level of perception to Internet shopping' benefit-risk according to the Internet searching value types. The subjects were 361 college students. We used Cronbach'$\alpha$, multiple regression, one-way ANOVA, and Scheffe' test as statistical analysis. The results were summarized as follows : 1) According to the Internet searching values, college student consumers were classified into 4 types - high utilitarian/high hedonic type, high utilitarian/low hedonic type, low utilitarian/high hedonic type, and low utilitarian/low hedonic type. 2) Both high utilitarian/high hedonic type and low utilitarian/high hedonic type had high level of perception to Internet shopping' benefit-risk.

Relationship among Brand Value Propositions, Brand Attitude and Brand Attachment considering Consumer Involvement (소비자 관여도를 고려한 브랜드 가치 제공, 브랜드 태도, 브랜드 애착의 관계)

  • Kim, Gyu-Bae;Kim, Byoung-Goo
    • Journal of Distribution Science
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    • v.14 no.2
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    • pp.103-111
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    • 2016
  • Purpose - Many variables are needed for brand loyalty such as brand attitude, brand attachment, brand love and brand commitment. Thus, we should manage these all variables successfully for strong and differentiated brand equity. This study aims to identify the process of how the brand value propositions affect the brand attitude and brand attachment. This study specially conceptualizes that not only utilitarian value and hedonic value influence the brand attitude but also hedonic value influences the brand attachment. This study focuses on the moderating role of consumer involvement such as cognitive involvement and affective involvement in the causal relationships among brand value propositions, brand attitude, and brand attachment. Research design, data, and methodology - The five hypotheses were proposed and tested in this study. Three hypotheses were about the relationship among the brand value propositions(utilitarian value and hedonic value), brand attitude, and brand attachment. The other two hypotheses were about the moderating effect on consumer involvement in the causal relationships among brand value propositions, brand attitude, and brand attachment. Research data were collected from the students of universities located in Daejeon-Si and Chungchungnam-Do. For the purpose of test the hypotheses empirically, the 208 responses were used. We utilized SPSS18.0 for statistical analysis such as reliability test, factor analysis, and regression analysis. Results - The results show that the utilitarian value and hedonic value have influence on the brand attitude positively. The results also show that the hedonic value has influence on the brand attachment positively. We found that there is a moderating effect on the cognitive involvement in the relationship between the utilitarian value and the brand attitude. However, there is no moderating effect on the affective involvement in the relationship between the hedonic value and brand attachment. In Summary, 4 of 5 hypotheses in this study were supported and 1 hypothesis was not supported. We should identify the reason why the hypothesis 5, the moderating effect of the affective involvement in the relationship between the hedonic value and brand attachment, was rejected in this empirical analysis. Conclusions - Both the utilitarian value and the hedonic value that propose a brand are important for brand attitude. Specially, the hedonic value is important for brand attachment. Companies should provide the consumers with both the utilitarian value and the hedonic value in a balanced way for their favorable brand attitude and strong brand attachment. In the retail industry, the balance between the utilitarian value and the hedonic value is important in that there are many product brands and store brands providing consumers with various benefit and values. Also, there are possibilities that the causal relationships among brand value propositions, brand attitude and brand attachment are moderated by consumer involvement such as cognitive involvement and affective involvement. Companies should understand and consider consumer involvement for their efficient and effective brand management decision making.

An Hedonic Price Analysis of Cellular phone

  • Yoon, Jin-Seon;Lee, Sang-Yong
    • 한국경영정보학회:학술대회논문집
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    • 2007.11a
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    • pp.466-471
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    • 2007
  • 현재 국내 이동통신 단말기 시장은 디지털 컨버젼스라는 사회적 트랜드 아래 다양한 기능을 가진 단말기가 출시되고 있다. 본 연구의 목적은 $2005{\sim}2007$년에 제조된 약 300개의 이동통신 단말기 중 에 대한 데이터에 근거하여 이동통신 단말기에 대한 가격지수를 도출하여 측정하는 것으로서 이를 위한 방법으로서 Hedonic price analysis을 이용하고자 한다.

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Purchasing Behavior of Apparel Products of Consumers with Solo Shopper Orientation (Solo Shopping 성향 소비자의 의류제품 구매행동)

  • Hwang, Yeon-Soon
    • Fashion & Textile Research Journal
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    • v.10 no.4
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    • pp.515-525
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    • 2008
  • The primary purpose of this study was to investigate consumers' purchasing behavior of apparel products with solo shopping orientation. The data were collected in Busan and Ulsan from 279 adult women. The aforementioned were analyzed utilizing frequency, factor analysis, simple regression analysis, multiple regression analysis and chi-square($X^2$) test using SPSS Win 12.0. The results showed as follows. The motive factors to alone purchasing behavior of apparel products of consumers were convenience, hedonic aim, consumption centered oneself, load to going together, nonexpected shopping and time utilization. Specially the higher consumers recognized importantly convenience and hedonic aim, the higher they had a solo shopping orientation. The more consumers experienced feelings such as hedonic aim, it was the same. Also the high consumers satisfied on purchase of apparel products, it was just the same.

Hedonic or Utilitarian : Why People Keep Using Social Network Services

  • Lee, Seyoon;Park, Jun-Gi;Lee, Hyejung;Oh, Jungsuk;Lee, Jungwoo
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.355-373
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    • 2015
  • Social networking services (SNSs) serve to strengthen people's social relationships by providing ways for people to utilize such relationships especially like workplace. With the development of the internet worldwide, the number of SNS users is rapidly growing and a wider range of service types have become available. In this study, we designed a research model with a focus on what makes people use SNSs at workplace and how it is associated with changes in relationship quality and their intention to continue using the services and analyzed data collected for the research model. Theoretically, intrinsic and extrinsic motivation was invoked and measured, in terms of hedonic and utilitarian values, and satisfaction and trust were adopted as variables of relationship quality. Data were collected from Facebook users using workplace, and a partial least squares (PLS) analysis was made on 188 data points. The analysis results showed that two forms of motivation-hedonic and utilitarian-are separated from each other in their influence and that utilitarian value is more important than hedonic value, especially when it comes to users' satisfaction. In addition, the analysis found a weak relationship between satisfaction and trust in SNS environments; this was a little different from the results of previous studies.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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An Empirical Study on the Factors Influencing User Acceptance of Hedonic Information Technology (헤도닉 정보기술의 수용에 관한 영향 요인 연구)

  • Kim, Jong Uk
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.111-125
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    • 2013
  • This study investigates how enjoyment (or playfulness) affects user acceptance of hedonic-oriented (or pleasure) information technology based on the technology acceptance model (TAM). A research model was made to examine the effect of enjoyment on the user acceptance of hedonic information technology. 186 responses were collected from university students who had experiences on Daum's Digital View which is a well-known example of digital signage technology. The result of the statistical analysis reveals that enjoyment also had a strong effect on the acceptance of hedonic information technology, in addition to perceived usefulness and perceived ease of use. However, perceived usefulness is reported to most strongly influence the adoption of Digital View. The effect of enjoyment on intention to use was also significant, but enjoyment shows a much low degree of influence than perceived usefulness on intention to use.

The Effect of Compulsive Hoarding of Consumers on Product Type(Hedonic/Utilitarian) Purchase Intention (소비자의 저장강박이 제품유형(쾌락적/실용적)에 따른 구매의도에 미치는 영향)

  • Na-Ye Kim;Jung-Ho Bae
    • Asia-Pacific Journal of Business
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    • v.14 no.1
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    • pp.247-263
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    • 2023
  • Purpose - The purpose of this study is to examine the influence of the compulsive hoarding behavior of consumers on the intention to purchase hedonic and utilitarian types of products. Design/methodology/approach - The online and offline survey was conducted and a total of 210 domestic data were collected. Simple and multiple regression analysis and ANOVA were conducted to analyze the data. Findings - First, the consumers'compulsive hoarding behavior had a significantly positive influence on the purchase intention. According to the analysis results of the sub-factors, however, only 'Difficulty Discarding' had a significant influence on the purchase intention, while 'Clutter' and 'Acquisition' did not. Second, as the results of identifying the moderating effect by product type in the purchase intention in accordance with the consumers'compulsive hoarding behavior, their compulsive hoarding behavior had a significant influence on only the intention to purchase hedonic products but not on the intention to purchase utilitarian ones. Similarly, the results of analyzing the sub-factors showed that only'Difficulty Discarding' significantly influenced the intention to purchase hedonic types of products, but 'Clutter' and 'Acquisition' were not significantly influential to both the hedonic and utilitarian types of products. Research implications or Originality - First, this study is meaningful in that it expanded the research discussion on compulsive hoarding behavior by conducting empirical research on this behavior in the general public, which is unlike the previous studies that focused on only severe pathological compulsive hoarding behavior. Second, it identified that the consumers'compulsive hoarding behavior could cause purchase behaviors that were different depending on the type of product by searching the purchase intention with divided types of products (hedonic and utilitarian).

The Effects of Types of Envy and Self Construal Level on Indulgence (부러움의 유형과 자아해석의 고저수준에 따른 탐닉적 소비성향의 차이)

  • Choi, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.9 no.5
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    • pp.73-81
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    • 2018
  • Purpose - When indulging in hedonic items is construed as wasteful and evokes anticipated regret or guilt, consumers are more likely to seek reasons to justify their indulgence. Justification requirement for spending on indulgences over necessities could lead to the places of their finding the ways that mitigate the anticipated regret and guilt. However the previous research focusing on consumers' own great effort leading to positive outcomes has not given much attention to other's outcomes induced from his or her little or no efforts, by which consumers could feel envy. The guilt associated with consumers' indulgence could vary according to envy type felt according to their evaluation about other's outcomes and their self construal level. Current research explored the envy type's effects on consumers' spending on hedonic products, and moderation effects of self construal level on the envy type's effects. Research design, data, and methodology - 2(envy type: benign versus malicious) × 2(self construal level: high versus low) between-subjects design was employed. Data for empirical analysis were from 173 undergraduate participants. ANOVA was used to verify hypotheses. Results - The tendency of choosing utilitarian product versus hedonic product was moderated by the envy type. The participants who felt benign envy were more likely to choose utilitarian product versus hedonic product than those who felt malicious envy were. And the tendency of benign envy-felt participants' choosing hedonic versus utilitarian product was more weakened to those with lower-level self construal than to those with higher-level self construal. However the tendency of malicious envy-felt participants' choosing hedonic versus utilitarian product was not moderated by the self construal level. Conclusions - This research could advance the theory related to indulgent hedonic consumption by exploring the effects of self construal level and envy type on hedonic indulgence. In view of the results from current study, marketers should make efforts of communicating and selling utilitarian products to persuade consumers with lower-level construal when they feel benign envy to others. And they should conduct marketing acts for hedonic products to persuade consumers when they feel malicious envy to others.

The Effect of Perceived Service Quality and Symbolic Store Image on Store Loyalty in Apparel Product Purchasing -Focusing on the Moderating Effect of Hedonic Shopping Orientation- (의류제품 구매 시 지각된 서비스품질과 상징적 점포이미지가 점포충성도에 미치는 영향 -쾌락적 쇼핑성향의 조절효과를 중심으로-)

  • Kim Soo-Jin;Chung Myung-Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.1 s.149
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    • pp.48-58
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    • 2006
  • The purposes of this study were to examine the effect of perceived service quality and symbolic store image on store loyalty in apparel product purchasing and the moderating effect of hedonic shopping orientation. The questionnaire was administered to 450 women shopped in a department store in Gwang-ju during September, 12-26, 2002. Data collected from 384 women were analyzed by using frequency, factor analysis, regression analysis, ANOVA and t-test by SPSS for WIN Program. The results were as follows. First, consumers' perceived service quality was composed of three factors; product & environment service, sales person's customer oriented service, store policy service factor. Consumers' symbolic store image was composed of three factors; status symbol, favorability. credibility (actor. Second, the perceived service quality significantly influenced store loyalty. Third, the symbolic store image significantly influenced store loyalty. Fourth, interaction effect between perceived service quality and hedonic shopping orientation was found out to be meaningful at store loyalty. Fifth, interaction effect between perceived store image and hedonic shopping orientation was found out to be meaningful at store loyalty.